BTS Unaltered Gameplay Project

Status
Not open for further replies.
BTW - we could use Ctrl-Alt-O to open our option screen. Just used the bAlt, bShift and bCtrl keyboard variables.
 
When you merge it in Ket, you used the 0.4 version? And I'm feeling guilty here... haven't yet merge anything in. isa, I'll try to get some in today. Been trying to fix an error in the CustomDomAdvisor that doesn't allow it to work properly in the main screen. Once that is done, I can really start to merge things in.

Guys, besides dropping a few additions that they already added with BTS, is the list we have on the front page good with everyone? If so, I think we should break the MODS apart between us, then to make sure we don't double on work let that person be the only person merging/coding until they upload. Sourceforge is going to take almost a month to approve the project, so until then I can't see a way to make sure we're not stepping on toes.

EF, you've done the most so far... would you mind making a list of the MODs you've added so far? No need to put up urls.

As for the Alt-O option... that would be perfect! And is there a way to code a button for just OUR options?
 
I heard back from Thunderfall and he said ...

thunderfall said:
Let me know how it goes... Once you have a team formed, and have done some initial development/planning on the forums, we certain could consider making a forum for the project.

I PM'ed him back with a link to this thread.

I've also looked at the other projects there and would suggest that we have (at least) the following threads stickied ...

  • Welcome
  • Screenshots
  • FAQ
  • Known Bugs
  • Members
  • Included Mods
  • Suggest a Mod
  • Latest Version
  • Feedback

Care to suggest any others?
 
As for the Alt-O option... that would be perfect! And is there a way to code a button for just OUR options?
Alt-O is taken but Ctrl-Alt-O isn't. There are also some Ctrl-Shift options that are taken but only if you have the cheat code in your ini file.

@Alerum - we could put a button somewhere on the screen for our options but the screen is fairly buttoned up as it is. HOF added their options to the Option tab from the menu but I preferred a stand along screen.
 
civ4bug is fine with me. Thanks for taking care of that. Here is the latest so far.
Emp - I think you should take a look at what Gaurav did with my mod so that it can work as a customasset mod, under the mod directory under my games or under the mod directory under prog files. See his uploaded version of my mod (http://forums.civfanatics.com/downloads.php?do=file&id=4155) that also includes Sevopedia updated to version 2.2a. In particular, look at his changes of RuffModControl and CvPath.
 
Alerum, see post 56 for the list of what I've included so far. A month for SF to approve the project? Since when did you need to apply to SF? I thought you could just create a new project and get started. That's a bit distressing as we really need a repo. Does anyone know any other free repos online?

Ctrl-Alt-O sounds good to me. Heh, we'll have our own three-fingered salute. :cool: And that list of forum topics sounds good. The only thing is that none jumps out at me for "Installation". There's latest version and FAQ, so maybe that covers it.

Ruff, I've downloaded Gaurav's version and will take a look at those files. I'm just ZIPping my CustomAssets directory for now, but I thought we can't put stuff into a mod because that would break sharing saved games with people who weren't using the mod? I'm thinking SGs here.

I haven't added anything since 0.4 as I've been working on the GP TechPref code. Blame Ruff for inspiring me with another fun coding challenge. ;)
 
Ctrl-Alt-O sounds good to me. Heh, we'll have our own three-fingered salute. :cool: And that list of forum topics sounds good. The only thing is that none jumps out at me for "Installation". There's latest version and FAQ, so maybe that covers it.

Ruff, I've downloaded Gaurav's version and will take a look at those files. I'm just ZIPping my CustomAssets directory for now, but I thought we can't put stuff into a mod because that would break sharing saved games with people who weren't using the mod? I'm thinking SGs here.
I thought of installation but then thought that would be covered in FAQ and latest version. Maybe FAQ will also cover some of the other topics (eg suggest a mod). On the other hand, installation is a biggie. I still get questions about that with my mod.

I would like code that could be used as a mod. My mod is only viable under customassets and it doesn't work for some people's set up. Not saying that we should all put it under a mod ... just having the option is nice.

Also, there is nothing wrong with forcing those lazy SG people to play the game with a mod, especially if it is our mod!
 
SGers were the ones who inspired the UAGP mods in the first place. It's very important to me that this MOD won't affect SG play at all, including requiring people who are in the same SG to use our mod. No, this needs to be 100% acceptable for both HoF games, as well as SG games.

Maybe when we get done with this version, we can see about branching off to an Altered Gameplay mod.
 
As far as I know, there is no way to use Python to control which XML gets loaded. That's the main reason I suggested having a "flavor" mod that has all the artwork, GP names, etc.

This is where the project Impaler mentioned comes in. They intend to build an external config application. I'm guessing it will move the XML files into place for the mods you've chosen.
 
SGers were the ones who inspired the UAGP mods in the first place. It's very important to me that this MOD won't affect SG play at all, including requiring people who are in the same SG to use our mod. No, this needs to be 100% acceptable for both HoF games, as well as SG games.
Don't get me wrong - I am not suggesting that we produce a game that affects SG play. However, what I am saying is that we need to code the mod so that it can sit under customassets as well as under either of the mod directories. At least one person couldn't use my mod because they had a non-standard my docs location. I think that the code I mentioned above overcomes that issue.

Question... how do I use the above method to code the options to add XML?

As far as I know, there is no way to use Python to control which XML gets loaded. That's the main reason I suggested having a "flavor" mod that has all the artwork, GP names, etc.

This is where the project Impaler mentioned comes in. They intend to build an external config application. I'm guessing it will move the XML files into place for the mods you've chosen.

For XML, I think that we should have the standard python install files and separate install files for any XML additions. You install the standard python files and then install the XML files that you want to add. If there are python additions in the XML files they will get added to the python directories (or over-write selected files).
 
was searching on Google and found this about Python and XML.

http://pyxml.sourceforge.net/topics/

Haven't looked through it yet, but there maybe something we can use in this for switching XML inside of python.
 
The problem has nothing to do with Python but rather how the game loads. When you start up the game, it reads in all of the XML files into internal structures. Only then does it load the Python and build the main interface.

The only way I can see to intervene would be at the DLL level, and even then I don't know that we can override which files to load. Probably so, since that's what Impaler's modular XML loading system did, and IIRC it was a DLL mod.
 
Didn't want to hear that.:p A good majority of the MODs I was hoping to add are XML rather then Python. Flavorful version and Functional version it's going to be I guess.

Going to take a look and divide the MODs into which is which.

Edit: Updated the front page. Going to try and get the Custom Domestic Advisor put in tonight.
 
You can add the GP Tech Prefs mod to the list of completed Python inclusions. Ruff is working on an expanded screen as a second tab to F6 as well.

Okay, I'll put that down for now (I'm so easily distracted!) and get back to the options screen. Oooh look, blinky lights! *scampers off*
 
I can't figure out why the Custom Domestic Advisor won't draw properly. I've merged it in just fine, but troubleshooting this is beyond me. I've tried looking for differences in the code between the new domestic, and the custom, and still can't get it to work. It draws the domestic advisor box, and I updated it to resize based on the current window size, but still can't figure it out.
 
If you post up or PM me what you have, I'll take a look at it when I get back tonight (4 hours or so). Debugging is a PITA. I've found the console helpful sometimes, but less so with screens.
 
Well, the Warlords version required a modified cvgamecore.dll. Could that be incompatible? Vanilla didn't require this. I hope you can fix it -- I really like that one.

I can't figure out why the Custom Domestic Advisor won't draw properly. I've merged it in just fine, but troubleshooting this is beyond me. I've tried looking for differences in the code between the new domestic, and the custom, and still can't get it to work. It draws the domestic advisor box, and I updated it to resize based on the current window size, but still can't figure it out.
 
Status
Not open for further replies.
Back
Top Bottom